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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (location = 0) in vec3 inNormal;
  5. layout (location = 1) in vec3 inColor;
  6. layout (location = 2) in float inVisible;
  7. layout (location = 3) in vec3 inViewVec;
  8. layout (location = 4) in vec3 inLightVec;
  9. layout (location = 0) out vec4 outFragColor;
  10. void main()
  11. {
  12. if (inVisible > 0.0)
  13. {
  14. vec3 N = normalize(inNormal);
  15. vec3 L = normalize(inLightVec);
  16. vec3 V = normalize(inViewVec);
  17. vec3 R = reflect(-L, N);
  18. vec3 diffuse = max(dot(N, L), 0.0) * inColor;
  19. vec3 specular = pow(max(dot(R, V), 0.0), 8.0) * vec3(0.75);
  20. outFragColor = vec4(diffuse + specular, 1.0);
  21. }
  22. else
  23. {
  24. outFragColor = vec4(vec3(0.1), 1.0);
  25. }
  26. }